/**
 * Mouse joint definition. This requires a world target point,
 * tuning parameters, and the time step.
 * Remember to call release() on it when you no longer needs it.
**/
public class b2MouseJointDef extends b2JointDef {

	public b2MouseJointDef()
	{
		type = b2JointType.e_mouseJoint;
		target = new b2Vec2(0.0f, 0.0f);
		maxForce = 0.0f;
		frequencyHz = 5.0f;
		dampingRatio = 0.7f;
	}

	public void release() {
		target.release();
	}

	/**
	 * The initial world target point. This is assumed
	 * to coincide with the body anchor initially.
	**/
	public b2Vec2 target;

	/**
	 * The maximum constraint force that can be exerted
	 * to move the candidate body. Usually you will express
	 * as some multiple of the weight (multiplier * mass * gravity).
	**/
	public float maxForce;

	/**The response speed.*/
	public float frequencyHz;

	/**The damping ratio. 0 = no damping, 1 = critical damping.*/
	public float dampingRatio;
}
